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Valve on the Importance of Using Sweat to Make Games Better

GuestWriter
8 Comments

Posted March 4, 2011 - By Guest Writer



By Dennis Scimeca

Valve

Mike Ambinder, an experimental psychologist from Valve Software, presented an utterly fascinating lecture at GDC yesterday on how the studio uses biofeedback to enhance gaming experiences.

Valve is renowned for its trailblazing achievements in storytelling, game mechanics, and digital distribution, but what is less popularized outside of accessible game design circles is their pioneering work in new technologies. Like a real-life Aperture Laboratories without the torture, Valve is always tinkering with new techniques to improve our gaming experiences. Want to find out how they tinker and sweat? Read on to find out.

“Current control schemes only provide one dimension of input,” said Ambinder. Designers map player intent to onscreen action, and ignore other aspects of cognition (thought), like player sentiment. By measuring or adding biofeedback data which can measure that sentiment, Valve is attempting to create more immersive games. This was an extremely dense panel with far too much information to adequately cram into a single blog post, and I heartily recommend you view the video of this panel when it’s uploaded to the GDC website. But one of the three biofeedback experiments that Ambinder presented more than adequately demonstrated the potential for these techniques.

Valve wanted to measure skin conductance level, or SCL, of subjects playing Left 4 Dead 2. By placing two metal contacts close to each other on a player’s hand and creating a viable current, Valve could measure the electrical resistance of the player’s skin. The more the player sweats, the more current gets through. SCL is an excellent biofeedback tool because it provides very quick response to stimuli, and by way of demonstrating the point, Ambinder showed a video measuring SCL responses of a subject playing L4D2.

A line chart in the upper-right-hand corner of the screen showed the data, and turned red whenever the SCL spiked. Almost every time the player heard a threatening noise, passed by an open door, or got into a hairy fight with the infected, the chart turned beet red and the readings shot way up. The almost 1:1 response of threat to reaction was compelling evidence of how well this technique works.

By analyzing this data, Valve could produce gameplay events that produced greater user arousal, or excitement, and the developers could gain rudimentary insight into which events elicit more enjoyment than others. If this data could be hooked directly into the AI Director in Left 4 Dead, which modifies spawns, health, weapon placements, and boss appearances, the gaming experience could tailor itself to the player’s reactions in excitingly effective ways.

Like I said, this was just the barest fraction of what Ambinder managed to condense in a panel that was only an hour long. Perhaps next year GDC can be convinced to give him two or three hours, because this was easily, for me, one of the most fascinating panels of the conference.

Valve on the Importance of Using Sweat to Make Games Better
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Comments are Closed

  • gyro2222

    in 1986, Thought Technology introduced CALMPUTE, a biofeedback program which had Leaonard Nimoy as its spokesperson. The program was sold by HES.
    It used Skin Conductance as the Biofeedback measure.
    Calmpute had many facets:
    CalmBarBargraphs
    CalmGraph Linegraphs
    A planet game which allowed you to accumulate planets as their colors cooled as you relaxed
    A car race called CalmPrix, where the goal was to keep cool while facing more and more challenging track conditions and speed. If you got stressed, the car slowed until you relaxed. Basically, it taught how to perform under stress.
    An extension of this technology has been used with Olympic and professional athletes for for over 35 years. Such teams as AC Milan, Chelsea, Vancouver Canucks, Skate Canada, etc have set up Mindrooms, which monitor up to 11 players simultaneously and feed back changes in heart rate, skin conductance, respiration, muscle tension, EEG, and hand temperature, while they visualize or watch game play. It has proven to be VERY effective.
    For more info, see the "about" section at www.thoughttechnology.com and view a trainer discussing how she trained gold and silver medal winners in freestyle skiing at the 2010 winter olympics http://www.youtube.com/watch?v =sSXMGDpxYxE
    A hand-held unit - the GSR2 - is still available from thought technology. Over 600,000 have been purchased by clinicians and consumers.
    The first time you use biofeedback is a thrilling experience. Its amazing to see how a simple thought can affect the body.

    Posted: March 6, 2011 9:47 AM
    gyro2222
  • Nerdpunk

    what if a guy or gal (hopefully there's no such thing) sweats a lot/ more than the average person? or if billy bob out in the mid west is sweating it out in his pig pen with no a.c? or if the a.c is on full blast?

    Posted: March 6, 2011 12:33 AM
    Nerdpunk
  • kentla57

    This makes complete sense and I am sure they are looking at more than just sweat.

    Posted: March 4, 2011 9:37 PM
    kentla57
  • The Emperor's Champion

    I'm pretty sure my monitoring line would be almost dead constant throughout playing L4D2.

    Nothing in L4D(1 or 2) surprises me or gets me jumpy anymore (I've got nearly 400 hours of playtime between the two games).
    I don't usually play it with a "survival game" mindset at this point (unless my team is terrible or we're doing Versus), but rather with a constant "I am the predator and zombies are my prey" sort of search and destroy systematic elimination mindset.
    The only exceptions to that are the Tanks (because I can't reliably destroy them on my own accord before they can corner and murder me), and Jockeys (because the little bastards are almost impossible to shoot heat-seeking missiles with no regard for physics or hit detection).

    I CAN understand how people would jump at it if they were relatively new to the game, bad at FPSs, or just jumpy. I'd certainly be fascinated to see Valve's research and footage on this. This is the kind of stuff that makes Valve awesome.

    Now if they could make L4D3 with a system like this that keeps me constantly on my toes and never lets me instinctively learn everything the game does because it's constantly changing to counter me....well....that would be awesome. Awesome, and scary in ways far beyond the scope of a game about zombies.

    Posted: March 4, 2011 8:28 PM
    The+Emperor's+Champion
  • IntelliMoo

    This must mean..... EPISODE 3 WILL BE AWESOME!!!!!


    :: major sigh ::

    Posted: March 4, 2011 2:46 PM
    IntelliMoo
  • doinyomama

    with info like this they could make the best game ever by making sure the player is comfortably excited the entire time they are playing a game and they could make sure to keep it leveled in a way that the game is exilerating all the time although maby they do that already since all of their games are already the best.

    Posted: March 4, 2011 2:37 PM
    doinyomama
  • Madakushka

    Wonder what that Graph would have looked like with Dead Space as the variable. Pretty awesome read though! Thanks for the info!

    Posted: March 4, 2011 1:28 PM
    Madakushka
  • Bomblord

    Wii flippin vitality sensor nuff said

    Posted: March 4, 2011 1:19 PM
    Bomblord

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